Virtual Environments and Advanced Interface Design

Edited by Woodrow Barfield and Thomas A. Furness, III

Virtual Environments and Advanced Interface Design

Edited by Woodrow Barfield and Thomas A. Furness, III

Description

This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environments and Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.

Virtual Environments and Advanced Interface Design

Edited by Woodrow Barfield and Thomas A. Furness, III

Reviews and Awards

"Fourteen chapters, each written by different authors and covering different topics related to virtual environments, make up this book. Despite the authors' different styles, the content hangs together remarkably well, and it becomes apparent that there is a wealth of information in this book. The book is divided into three sections: an introductory section of two chapters presents a history and overview of the field; a technology section of nine chapters contains the bulk of the material; and a final section contains two chapters relating to psychology and one relating to augemented-reality displays ... This work is a must-have reference for anyone entering the field. It presents enough depth to help readers understand each topic while providing sufficient reference material to permit them to delve further."--Computing Reviews